Which books wont be replaced?

GhengisRexx

Mongoose
I have purchased the Beta test of the rules, and have sold my gaming group on the idea that our next campaign will be M Traveller v2. I plan to run the Pirates of Drinax campaign. Now to buy lots of books and to fill my head with ideas. BUT..... with new books coming out, I want to be sure to purchase smartly. Clearly, I should wait for the new versions of High Guard and the Central supply catalog. It seems like a good idea to get the Alien bundle on Drivethrurpg.com. Any suggestions about what books will not become redundant, and what books will be really useful in a sandbox type campaign?
 
Both. But I understand that setting books will still be fairly useful, with the exception of any crunchy bits, (ships, vehicles, weapons etc). I am curious about the plans for the new edition. I just don't want to purchase a bunch of books, only to find an announcement for a version 2 moments after I purchase.
 
Avoid anything with lots of ships (such as Merchants & Cruisers), as High Guard will be altering the ship design rules. However, the Alien books are likely to remain for a long time, and any adventures will likely still be useable with little or not tweaking. The 'career' books will still have a lot of rules that can be transferred directly, and you should be able pick your way through the supplements with similar guidelines.
 
msprange said:
Avoid anything with lots of ships (such as Merchants & Cruisers), as High Guard will be altering the ship design rules.

Altered yes, but unless you plan on taking the ship into combat, give it to the players or something most existing ships should work ok within the new rules without alteration. They wouldn't be the same as a ship designed with the new rules, but for most purposes should work fine. Probably not the best purchase to make right now but if you need some ships could still be useful.
 
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